blob: 8ff1c91b122e5d1c90fe970b42458ad10df827ea [file] [log] [blame]
struct FSIn {
@builtin(front_facing) sk_Clockwise: bool,
@builtin(position) sk_FragCoord: vec4<f32>,
};
struct FSOut {
@location(0) sk_FragColor: vec4<f32>,
};
struct _GlobalUniforms {
colorGreen: vec4<f32>,
colorRed: vec4<f32>,
testMatrix3x3: mat3x3<f32>,
testMatrix4x4: mat4x4<f32>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn test3x3_b() -> bool {
{
var matrix: mat3x3<f32>;
var values: vec3<f32> = vec3<f32>(1.0, 2.0, 3.0);
{
var index: i32 = 0;
loop {
if index < 3 {
{
matrix[index] = values;
values = values + 3.0;
}
} else {
break;
}
continuing {
index = index + i32(1);
}
}
}
let _skTemp0 = matrix;
let _skTemp1 = _globalUniforms.testMatrix3x3;
return (all(_skTemp0[0] == _skTemp1[0]) && all(_skTemp0[1] == _skTemp1[1]) && all(_skTemp0[2] == _skTemp1[2]));
}
}
fn test4x4_b() -> bool {
{
var matrix: mat4x4<f32>;
var values: vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0);
{
var index: i32 = 0;
loop {
if index < 4 {
{
matrix[index] = values;
values = values + 4.0;
}
} else {
break;
}
continuing {
index = index + i32(1);
}
}
}
let _skTemp2 = matrix;
let _skTemp3 = _globalUniforms.testMatrix4x4;
return (all(_skTemp2[0] == _skTemp3[0]) && all(_skTemp2[1] == _skTemp3[1]) && all(_skTemp2[2] == _skTemp3[2]) && all(_skTemp2[3] == _skTemp3[3]));
}
}
fn main(coords: vec2<f32>) -> vec4<f32> {
{
var _skTemp4: vec4<f32>;
var _skTemp5: bool;
let _skTemp6 = test3x3_b();
if _skTemp6 {
let _skTemp7 = test4x4_b();
_skTemp5 = _skTemp7;
} else {
_skTemp5 = false;
}
if _skTemp5 {
_skTemp4 = _globalUniforms.colorGreen;
} else {
_skTemp4 = _globalUniforms.colorRed;
}
return _skTemp4;
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}